Literaturnachweis - Detailanzeige
Autor/in | Øygardslia, Kristine |
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Titel | 'But This Isn't School': Exploring Tensions in the Intersection between School and Leisure Activities in Classroom Game Design |
Quelle | In: Learning, Media and Technology, 43 (2018) 1, S.85-100 (16 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Øygardslia, Kristine) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1743-9884 |
DOI | 10.1080/17439884.2017.1421553 |
Schlagwörter | Design; Grade 6; Grade 7; Computer Games; Learning Activities; Leisure Time; Student Attitudes; Interaction; Interpersonal Relationship; Foreign Countries; Educational Technology; Technology Uses in Education; Cooperative Learning; Beliefs; World History; Social Studies; Conflict; Observation; Norway School year 06; 6. Schuljahr; Schuljahr 06; School year 07; 7. Schuljahr; Schuljahr 07; Computer game; Computerspiel; Computerspiele; Lernaktivität; Freizeit; Schülerverhalten; Interaktion; Interpersonal relation; Interpersonal relations; Interpersonelle Beziehung; Zwischenmenschliche Beziehung; Ausland; Unterrichtsmedien; Technology enhanced learning; Technology aided learning; Technologieunterstütztes Lernen; Kooperatives Lernen; Belief; Glaube; Weltgeschichte; Gemeinschaftskunde; Konflikt; Beobachtung; Norwegen |
Abstract | While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of the game design activity. Building on video data from one 6th grade class and one 7th grade class designing computer games based on their social studies curriculum, this article shows that tensions arise when students fail to agree on what the activity they are doing is really about: The academic content and what students commonly perceive as school activities, or a game design activity informed by their leisure time. The main argument is that the students position themselves as "students", "game designers" or "characters", and that this may cause tensions in the students' social interactions. (As Provided). |
Anmerkungen | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |